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dammit, my images always post in the wrong order.
-tgq
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From: Thomas Willhalm
Subject: Re: True Area Light Sources (from p.a-u)
Date: 5 Dec 2002 04:03:23
Message: <3def165b@news.povray.org>
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TinCanMan wrote:
>
> The area light shows the correct 'soft shadowing' of the sphere, however,
> the phong highlight is identical to that of the point light and the
> shadowline is similar save for a bit of softening. (*This is how it is
> intended to work though, according to the docs)
> Any other comments on this?
IMO it would be nice to have "real" area lights. By this I mean an adaptive
array of point light sources including jittering. It would be faster than
an array of point lights, but I know that it would also be slower than
the current "area lights". However, isn't raytracing supposed to be slow?
Thomas
P.S.:Some years ago, I tried to hack the code to change this behavior.
Since my knowledge of the povray sources was (and still is) small, I failed
and lost interest later on.
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Hey,
>Any other comments on this?
Well, in August of this year, I did pretty much the same set of experiments,
and wrote up a short article, which you can read at:
http://www.redbrick.dcu.ie/~element/areaLights/
Now, I didn't have all my facts straight when I wrote it, and the subsequent
flame war that was targeted at me on povray.general quickly pointed out
that Povray's arealights are *not* designed to give area illumination, but
simply to simulate area *shadows*. I agree though, a source of area
illumination in Povray would be most welcome...
John
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"John Mellerick" <ele### [at] redbrickdcuie> wrote in message
news:web.3def2a228cef6e97dbca1a080@news.povray.org...
> Now, I didn't have all my facts straight when I wrote it, and the
subsequent
> flame war that was targeted at me on povray.general quickly pointed
out
> that Povray's arealights are *not* designed to give area illumination,
but
> simply to simulate area *shadows*. I agree though, a source of area
> illumination in Povray would be most welcome...
How about surfaces emitting light and interacting accordingly?
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Hey,
>How about surfaces emitting light and interacting accordingly?
Hmm, not sure exactly what you mean here, but if you mean some kind of
native "object light" (like the kind of thing that is available in various
add-on renderers for 3DSMax), then yeah, that would be cool too ;)
John
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From: Marc-Hendrik Bremer
Subject: Re: True Area Light Sources (from p.a-u)
Date: 5 Dec 2002 11:30:46
Message: <3def7f36@news.povray.org>
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news:3def762d@news.povray.org...
> How about surfaces emitting light and interacting accordingly?
>
>
Radiosity?
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With radiosity you can do that! Just give an object a very high ambience and
maybe also color rgb > 1.
John Mellerick wrote:
>Hey,
>
>>How about surfaces emitting light and interacting accordingly?
>
>Hmm, not sure exactly what you mean here, but if you mean some kind of
>native "object light" (like the kind of thing that is available in various
>add-on renderers for 3DSMax), then yeah, that would be cool too ;)
>
>
>John
>
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From: Xplo Eristotle
Subject: Re: True Area Light Sources (from p.a-u)
Date: 5 Dec 2002 12:26:10
Message: <3def8c32@news.povray.org>
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John Mellerick wrote:
>
> Well, in August of this year, I did pretty much the same set of experiments,
> and wrote up a short article, which you can read at:
>
> http://www.redbrick.dcu.ie/~element/areaLights/
>
> Now, I didn't have all my facts straight when I wrote it, and the subsequent
> flame war that was targeted at me on povray.general quickly pointed out
> that Povray's arealights are *not* designed to give area illumination, but
> simply to simulate area *shadows*. I agree though, a source of area
> illumination in Povray would be most welcome...
And slow. Which, as I recall, was half the reason for the "flame war";
you claimed reasonable speeds for your point light arrays, but you were
using very simple scenes for your tests, and anyone used to creating
complex scenes in POV-Ray (or any other raytracer I've seen, for that
matter) knows that adding more lights can have a major impact on render
times.. a fact which you stubbornly refused to accept, based on your
limited testing.
Generally speaking, I don't think a point light array object is needed;
they are easily written with loops, which would also provide more
control over the individual lights in the array than an object's syntax
probably would. The only real benefit I can see to having such an object
would be if POV-Ray could make reasonable assumptions about a predefined
light array that would make rendering faster than an improvised one, but
I have no idea whether this would be the case.
-Xplo
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"Apache" <apa### [at] yahoocom> wrote in message
news:web.3def81ce8cef6e97863e7dd0@news.povray.org...
> With radiosity you can do that! Just give an object a very high
ambience and
> maybe also color rgb > 1.
Does it work with photons?
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IIRC with good radiosity settings and higher recursion settings, you'll have
a photons-like result. But you can still use photons, yes.
INVALID_ADDRESS wrote:
>"Apache" <apa### [at] yahoocom> wrote in message
>news:web.3def81ce8cef6e97863e7dd0[at]news.povray.org...
>> With radiosity you can do that! Just give an object a very high
>ambience and
>> maybe also color rgb > 1.
>
>Does it work with photons?
>
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